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Блендер ошибка цикл среди родителей

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After I parent my model with the bone, it shows loop in parents.

Does anyone know of a solution?

enter image description here

The .blend file

David's user avatar

David

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asked Dec 24, 2014 at 17:02

Kira KitKat's user avatar

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I did not look at .blend file, but I will explain Loop in parents. It means, so you are trying to make infinite loop of parents(which would cause .blend to crash immediately, so Blender has blocked it). So, if you have set your character as Parent of your Bones, you can’t set bones as parent to your character, otherwise, the parentation principal will be infinite loop. You can try selecting Bones and doing ALT + P and then Click with LMB on Clear Parent. Then do the same with char(optional). After that parent char to Bones. Hope this helps.

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Chris

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answered Dec 30, 2014 at 12:55

Adrians Netlis's user avatar

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$begingroup$

After I parent my model with the bone, it shows loop in parents.

Does anyone know of a solution?

enter image description here

The .blend file

David's user avatar

David

48.4k38 gold badges152 silver badges314 bronze badges

asked Dec 24, 2014 at 17:02

Kira KitKat's user avatar

$endgroup$

2

$begingroup$

I did not look at .blend file, but I will explain Loop in parents. It means, so you are trying to make infinite loop of parents(which would cause .blend to crash immediately, so Blender has blocked it). So, if you have set your character as Parent of your Bones, you can’t set bones as parent to your character, otherwise, the parentation principal will be infinite loop. You can try selecting Bones and doing ALT + P and then Click with LMB on Clear Parent. Then do the same with char(optional). After that parent char to Bones. Hope this helps.

Chris's user avatar

Chris

46.1k4 gold badges24 silver badges64 bronze badges

answered Dec 30, 2014 at 12:55

Adrians Netlis's user avatar

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This is from wiki:

At the very moment of establishing a hierarchical relationship between
objects (parenting), the transformation coordinates of the child
object remain unchanged, and yet this object doesn’t change its global
transforms visually (location, orientation or scale), though its
reference «world» has changed from global origin (zero transforms) to
the global transforms of the parent.

Origin of unparented objects is the global origin: global (0,0,0)
location, zero rotation, and unity scale. After being parented, the
new origin should be that of the parent. And it is. But a correction
matrix is applied to the child, so that the new reference point is not
the global transforms of the parent, but the global origin. This
correction matrix is applied
to the global transforms of the parent
before applying them to the child.

This correction matrix called Parent Inverse

You can do this operations with Parent Inverse:

Alt + O (clear origin) — this operation clears Parent Inverse and makes object go to the parent location.

Ctrl + Shift + P (Make parent without Inverse) — it’s like what you do in properties -> object -> Relations: Parent. Or like Ctrl + P and Alt + O and Alt + P Clear Parent Inverse in one comand

Alt + P Clear Parent Inverse — Like Alt + O but for rotation and Scale.

Why Blender using Parent Inverse?

Let’s try 2 objects with Parent Inverse:

enter image description here

and without:

enter image description here

As you see, transform matrix, applied on parent object without inverse, makes child object distorted. If you want this effect — you are welcome, but mostly, we don’t want it

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